CN1160643C - Video-frequency playing device and its control method - Google Patents

Video-frequency playing device and its control method Download PDF

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Publication number
CN1160643C
CN1160643C CNB981228224A CN98122822A CN1160643C CN 1160643 C CN1160643 C CN 1160643C CN B981228224 A CNB981228224 A CN B981228224A CN 98122822 A CN98122822 A CN 98122822A CN 1160643 C CN1160643 C CN 1160643C
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China
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player object
non
means
player
attention
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CNB981228224A
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Chinese (zh)
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CN1221155A (en
Inventor
宫本茂
小泉歓晃
大泽徹
山田洋一
岩脇敏夫
木原强
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任天堂株式会社
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/10Control of the course of the game, e.g. start, progess, end
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • A63F2300/6054Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6676Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dedicated player input
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Abstract

RCP根据由外部ROM传送到RAM的图象数据进行图象数的变换处理,以便显示参与者目标或非参与者目标,并把该图象数据供给显示器。 RCP according to the external ROM to RAM transfer image data conversion processing of the number of images in order to display the player object or non-player object, and sends the image data to the display unit. 在步骤S304,应答于Z按钮的操作,在显示器上检测参与者目标的周围是否存在非参与者目标。 In step S304, in response to the operation of the Z button, whether the non-player object detected around the player object on the display is present. 当非参与者目标被检测到时,就在步骤S305、S311和S314选择非参与者目标作为注目非参与者目标。 When the non-player object is detected, in step S305, S311 and S314 to select non-player object as an attention non-player object. 这时,假想摄影机的位置和拍摄方向被变更为能够拍摄面对注目非参与者目标的参与者目标的位置和拍摄方向。 At this time, the location and shooting direction of the virtual camera can be changed to a shooting position and shooting direction facing the target participants of the attention non-player target. 参与者操作Z按钮就能够极容易地使参与者目标注目到非参与者目标,从而飞速地提高游戏中的操作性。 Participants will be able to operate the Z button very easily so that the participants attention to target non-player object, thereby rapidly improve the game operability.

Description

视频游戏装置及其控制方法 The video game device and control method

本发明涉及一种视频游戏装置以及用于这种装置的存储媒体,本发明特别涉及能够在显示器上的假想三维空间中显示参与者目标和非参与者目标的视频游戏装置及其存储媒体。 The present invention relates to a video game apparatus and a storage medium for such a device, the present invention particularly relates to display the player object and non-player object in a virtual three-dimensional space on a display in the video game apparatus and a storage medium.

例如在「Nintendo 64」那样的三维视频游戏装置中,能够在显示器上的假想三维空间中显示参与者目标和非参与者目标。 For example, in a three-dimensional video game device as "Nintendo 64", it is possible to display the player object and non-player object in the virtual three-dimensional space on the display. 用这种三维视频游戏装置,参与者操作控制器的例如模拟操纵杆那样的方向指示装置就能够把参与者目标(Player Object:能够由参与者向所希望的方向移动或执行所希望的动作的目标,以下简称「PO」)向三维空间的任意方向移动。 In this three-dimensional video game apparatus, the participant of the operation of the controller as a pointing device such as an analog joystick direction can be the player object (Player Object: to be movable by the participants in a desired direction, or to perform a desired operation goal, hereinafter referred to as "PO") to move in any direction of the three-dimensional space.

为了在三维空间中应答方向指示装置的操作使参与者目标的位置沿X,Y和Z轴三个方向变化,用方向指示装置很难把参与者目标的移动方向或视线方向(对面方向)调节到参与者所希望的方向上。 Means for indicating that the operation of changing the position of the player object in the three directions X, Y and Z axes, with the direction of the moving direction of the pointing device is difficult or player object gaze direction (opposite direction) direction adjustment responses in three dimensions participants to the desired direction. 例如:在向敌方角色那样的非参与者目标(Non-Player Object:不由参与者的控制器的操作而向程序所决定的方向移动或执行由程序决定的动作的目标,以下简称「NPO」)射箭时,参与者目标必须正对敌方角色,但是,在这种情况下,如果不能很好地调整参与者目标的方向,就不能用箭确实地射伤敌方角色。 For example: In the non-player object (Non-Player Object as the enemy role: to move in the direction of the program is determined not by the operation of the controller or action participants determined by the program's goals, hereinafter referred to as "NPO" ) archery, participants must target the enemy positive role, however, in this case, if not properly adjust the direction of the player object, can not be used reliably arrows shot an enemy character.

因此,本发明的主要目的是提供一种能够使参与者目标容易地注目于非参与者目标的视频游戏装置。 Therefore, a primary object of the present invention is to provide a readily player object to the video game apparatus attention non-player object.

本发明的其他目的是提供一种能够对参与者目标执行参与者目标注目非参与者目标的状态下所必要的动作的视频游戏装置。 Other objects of the present invention is to provide a player object performing the attention non-player object which are necessary to the operation of the video game device of the player object.

本发明是一种与显示器(30)相结合的视频游戏装置(10),该视频游戏装置设置有:产生用来显示参与者目标的第一图象数据的第一图象数据发生装置(21,24,203)、产生用来显示非参与者目标的第二图象数据的第二图象数据发生装置(21,24,203)、为了在显示器上的假想三维空间中显示由假想摄影机拍摄的参与者目标和非参与者目标的至少一个而根据第一图象数据和第二图象数据的至少一种来把图象信号供给显示器的图象处理装置(12)、包含指示参与者目标的移动方向的第一操作装置(45,46)和在应注目非参与者目标时操作参与者目标的第二操作装置(47Z)的控制器装置、应答于第二操作装置的操作来检测是否存在非参与者目标的非参与者目标检测装置(S303)、选择由非参与者目标检测装置检测到的非参与者目标作为注目非参与者目标的选择装置(S305,S311,S314)以 The present invention is a video game device (10) for the display (30) in combination, the video game device is provided with: a first generating image data for displaying the player object image data generating means of the first (21 , 24,203), to display the non-player object generating second image data of the second image data generating means (21,24,203), in order to display a virtual three-dimensional space on the display by the virtual camera photographing the player object and non-player object according to at least one of first image data and second image data of at least one of the image signal supplied to the display image processing apparatus (12), indicating the player object comprising first operating means (45, 46) in the direction of movement and a second operating means (47Z) of the player object when the operation of the attention non-player object should controller means, in response to the second operation means to detect whether non-player object detecting means (S303) the presence of non-player object, non-player object selected by the detected non-player object detecting means selecting means as an attention non-player object (S305, S311, S314) to 及变更假想摄影机的位置以便能够拍摄面对由选择装置所选择的注目非参与者目标的参与者目标的摄影机控制装置(S5,S502)。 And changing the virtual camera position to be able to face captured by the camera selected by the selecting means of the attention non-player object player object control means (S5, S502).

图象处理装置根据例如由外部ROM向RAM传送的第一图象数据和第二图象数据进行参与者目标显示或非参与者目标显示的图象数据的变换处理(坐标变换和帧存储器图文处理),并把该图象信号供给显示器。 An image processing apparatus converts the processing target player object displayed in a display or non-participant image data (coordinate transformation and frame memory, for example, according to a first graphic image data transmitted from an external ROM to the RAM and the second image data processing), and the image signal supplied to the display. 非参与者目标检测装置应答包含控制器装置的第二操作装置例如Z按钮的操作检测显示器上在参与者目标的周围是否存在非参与者目标,当非参与者目标检测装置检测出非参与者目标时,选择装置就选择该非参与者目标作为注目非参与者目标。 Second operation means non-player object detecting means includes a controller means, for example, the response whether there is a non-player object at around the player object on the display of the Z button operation detecting when a non-player object detecting means detects a non-player object when selecting means selects the non-player object as an attention non-player object. 这时,当检测出多个非参与者目标时,选择装置根据优先顺序选择非参与者目标。 In this case, when a plurality of non-player object is detected, selecting means for selecting non-player objects according to priority order. 当一个非参与者目标被选择作为注目非参与者目标时,摄影机控制装置变更能够拍摄面对该非参与者目标的参与者目标的位置和拍摄方向。 When a non-player object is selected as an attention non-player object, the camera control apparatus capable of changing the photographing direction and the photographing position facing the player object the non-player object. 具体地说,在非参与者目标和参与者目标的中心连接线附近,让注目非参与者目标和参与者目标从参与者目标的后方进入到显示范围内。 Specifically, in the vicinity of the center connection line non-player object and the player object, the attention non-player object so that the player object and the player object entering from the rear into the display range.

非参与者目标检测装置不仅检测出显示在显示器上的非参与者目标,而且也检测存在但是未显示假想摄影机的拍摄位置或方向的非参与者目标。 Non-player object detecting means detects not only the non-player object displayed on the display, but it also detects the presence of the photographing position or orientation of the virtual camera non-player object is not displayed.

在设置锁定装置的情况下,即使由方向指示装置来移动参与者目标,参与者目标也是注目着非参与者目标而被移动。 In the case where the locking means, even if the direction of the pointing device to move the player object, the player object is attention non-player object is moved.

按照本发明,由参与者操作第二操作装置能够极容易地使参与者目标注目非参与者目标,所以,极大地提高了游戏时的操作性。 According to the present invention, the second operation means by a participant can be extremely easily player object attention non-player object, therefore, greatly improves the workability during the game. 在用锁定装置把参与者目标锁定于注目非参与者目标的情况下,例如参与者目标与非参与者目标进行战斗的情况等,游戏机中能够容易地使参与者目标跟随非参与者目标。 In a case where the locking means is locked to the attention non-player object player object, for example, like the case of target player object and non-player combat, the game machine player object can easily be made to follow the non-player object. 因此,在非参与者目标是敌方角色的情况下,能够确实地中伤敌方角色。 Therefore, the non-player object in the case of an enemy character, the enemy character can be reliably slander.

按照本发明,即使是显示器上未显示的非参与者目标,操作第二操作装置也能够容易地非参与者目标发现非参与者目标。 According to the present invention, even when a non-player object is not displayed on the display, the second operation means can be easily found that non-player object the non-player object.

从参照附图所进行的以下的实施例的详细说明将会更加清楚本发明的上述目的、其他目的、特征和优点。 From the following detailed description of embodiments with reference to the drawings will be performed more apparent from the above-described object of the present invention, other objects, features and advantages.

附图简要说明图1是本发明的一个实施例的视频游戏系统的示意图。 BRIEF DESCRIPTION OF DRAWINGS FIG. 1 is a schematic diagram of the present invention, a video game system according to an embodiment.

图2是详细显示图1的视频游戏机的方框图。 FIG 2 is a block diagram of the video game machine 1 is shown in detail in FIG.

图3是图2的控制器控制电路更详细的方框图。 FIG 3 is a diagram of the controller control circuit 2 is more detailed block diagram.

图4是详细表示图1的控制器和卡盒的方框图。 FIG 4 is a block diagram of the controller and the cartridge of FIG. 1 in detail.

图5是图2的外部ROM的存储区示意图。 FIG 5 is a schematic diagram of a storage area of ​​the external ROM 2.

图6是图2的RAM的存储区示意图。 FIG 6 is a schematic diagram of the RAM memory area 2.

图7是详细表示包含图6的RAM的的图象数据区的示意图。 7 is a schematic image data area comprises a RAM of FIG. 6 in detail.

图8是图1实施例的整体动作的流程图。 FIG 8 is a flowchart illustrating overall operation of the embodiment of FIG.

图9是详细表示图8实施例的锁定处理步骤的流程图。 9 is a detailed flowchart showing processing procedure example of the lock of FIG. 8 embodiment.

图10是详细表示图8实施例的参与者目标处理步骤的示意图。 FIG 10 is a detailed schematic diagram of Figure 8 showing the player object processing procedure example of embodiment.

图11是详细表示图8实施例的摄影机处理步骤的示意图。 FIG 11 is a detailed schematic diagram showing the camera of FIG. 8 process steps described embodiment.

图12是按照图10实施例和图11实施例表示的图象的一例的示意图。 FIG 12 is an embodiment according to FIG. 10 and a schematic view showing an example of the image according to the embodiment 11.

图13是按照图10实施例和图11实施例表示的图象的一例的示意图。 FIG 13 is a schematic diagram showing an example of the image according to FIG. 11 and the embodiment shown in FIG. 10 embodiment.

图14是表示按照图11实施例移动假想摄影机的位置和拍摄方向的示意图。 FIG 14 is a schematic diagram showing the position and movement of the imaging direction of the virtual camera according to the embodiment 11 of FIG.

图15是详细表示图8实施例的选择目标处理步骤的示意图。 FIG 15 is a detailed schematic diagram of FIG. 8 showing the step of selecting a target process according to the embodiment.

图16是详细表示图8实施例的图文处理步骤的示意图。 FIG 16 is a detailed schematic diagram showing the graphic processing step of FIG. 8 embodiment.

图1所示实施例的视频游戏系统包含有视频游戏机10、作为存储媒体一例的卡式ROM20、连接在视频游戏机10上的显示器30以及控制器40,卡盒50装卸自如地被安装在控制器40上。 The video game system shown in FIG embodiment includes a video game machine 10, ROM20 card as an example of a storage medium connected to the display 10 on the video game machine 30 and the controller 40, the cartridge 50 is detachably mounted rotatably 40 on the controller.

控制器40在能用双手或单手握住的形状的外壳41中设置有多个开关或者按钮。 The controller 40 can use both hands or one hand holding the shape of the housing 41 is provided with a plurality of switches or buttons. 具体地说,控制器40在外壳41的左右端部和中央部位分别包含向下方延伸形成的把手41L,41C和41R,外壳41的上面是操作区。 Specifically, the controller 40 includes a handle extending downward are formed at left and right ends 41L and the center portion of the housing 41, 41C, and 41R, the upper housing 41 is operating area. 在操作区内,中央下部设置有能够模拟输入的操纵杆(下称「模拟操纵杆」)45,左侧设置有十字形的数字方向开关(下称「十字开关」)46,右侧设置有多个按钮开关47A,47B,47C,47D,47E和47F。 In the operation area, is provided with a central lower portion of the lever can be analog inputs (hereinafter referred to as "analog joystick") 45, the left side is provided with a cross-shaped digital direction switch (hereinafter referred to as "cross switch") 46, the right side is provided with a plurality of button switches 47A, 47B, 47C, 47D, 47E, and 47F.

模拟操纵杆45用来根据操纵杆的倾斜量和方向输入参与者目标的移动方向和/或移动速度或者移动量;十字开关46被用来代替模拟操纵杆45指示参与者目标的移动方向;按钮开关47A和47B被用来指示参与者目标的动作;按钮开关47C和47D切换三维图象的摄影机的视点,被用于参与者目标的速度的调节等。 The analog joystick 45 is used to input a moving direction of the player object and / or moving speed or moving amount according to the amount and direction of joystick inclination; cross switch 46 is used instead of the moving direction of the player object 45 indicate analog joystick; button switches 47A and 47B are used to indicate the operation of the player object; and a button switch 47D camera viewpoint three-dimensional image of the switch 47C, is used to adjust the speed of the player object and the like.

起始开关47S设置在操作区的大致中央部位,在游戏开始时操作该起始开关47S。 Start switch 47S is provided at a substantially central portion of the operation area, the operation start switch 47S at the beginning of the game. 在中央部位的把手41C的里侧设置有开关47Z,例如在摄影游戏中,这个开关47Z被用来作为触发开关。 A switch 47Z is provided on the back side of the central portion 41C of the handle, for example, a game in photography, this switch 47Z is used as a trigger switch. 在把参与者目标对准非参与者目标时,操作这个开关(下称「Z按钮」)47Z,也就是说,该开关47Z具有第二操作装置的功能。 When the participants target the non-player object, the operation of this switch (hereinafter referred to as "the Z button") 47Z, that is, the second switch 47Z functional operation of the device. 开关47L和47R被设置在外壳41的左右上部侧面。 Switches 47L and 47R are provided at upper left and right sides of the housing 41.

作为摄影机视点切换以外的用途,在摄影游戏或活动游戏中,上述按钮开关47C-47F还可以用来控制参与者目标的移动速度(例如加速或减速)。 As a purpose other than to switch the camera viewpoint in a game or event photography game, the push button switch 47C-47F can also be used to control the player object moving speed (e.g. acceleration or deceleration). 但是,这些开关47A-47F,47S,47Z,47L和47R的功能可以根据游戏程序来任意地定义。 However, these switches 47A-47F, 47S, 47Z, 47L and 47R of the functions may be arbitrarily defined according to the game program.

图2是图1实施例的视频游戏系统的方框图,在视频游戏机10内安装有中央处理单元(下称「CPU」)11和协处理器(现实协处理器:下称RCP」)12。 FIG 2 is a block diagram of a video game system of the embodiment of FIG. 1, there is mounted a central processing unit (hereinafter referred to as "CPU") 11 and a coprocessor in the video game machine 10 (reality coprocessor: hereinafter referred RCP ") 12. RCP12中包含有用来进行总线控制的总线控制电路121、用来进行多边形坐标变换或阴影处理等的信号处理器(现实信号处理器:下称「RSP」)122和用来把多边形数据变换成能够在应显示的图象上形成光栅且能够存储到帧存储器内的数据形式(点数据)的图文处理器(现实显示处理器:下称「RDP」)46。 RCP12 contains bus control circuit 121 for controlling the bus, for signal processor (reality signal processor: hereinafter referred to as "RSP") or polygon coordinate transformation and shading processing 122 for the polygon data can be converted into forming a grating on an image to be displayed and can be stored in the data form (dot data) in the frame memory of the graphics processor (reality display processor: hereinafter referred to as "RDP") 46.

RCP12上连接有用来装卸自如地安装内装有外部ROM21的卡式ROM20的卡盒用连接器13、用来装卸自如地安装磁盘驱动器29的磁盘驱动器用连接器197和RAM14。 RCP12 to the connected detachably mounted card that has the external ROM21 ROM20 cartridge 13, detachably attached to the disk drive 29, magnetic disk driver connector 197 and connector RAM14. RCP12上还连接有用来分别输出由CPU11处理过的声音信号和图象信号的DAC(数/模变换器)15和16。 RCP12 is also connected to the outputs processed by the CPU11 through DAC (digital / analog converter) sound signals and image signals 15 and 16. 另外,RCP12上还连接有用来串行传送一个或多个控制器40的操作数据和/或振动卡盒50的数据的控制器控制电路17。 Further, the RCP12 is also connected to the serial transmission of data one or more controllers operating the controller 40 and the data and / or vibration of the cartridge 50, the control circuit 17.

包含在RCP12内的总线控制电路121对由CPU11经总线用并行信号送来的指令进行并行/串行变换,然后作为串行信号供给控制器控制电路17。 Bus control circuit 121 included in the RCP12 to the CPU11 via the bus command signals sent by a parallel parallel / serial conversion, the serial signal is then supplied to the controller as a control circuit 17. 总线控制电路121把由控制器控制电路17输入的串行信号变换为并行信号然后经总线输出到CPU11,CPU11对表示从控制器40读入的操作状态的数据(操作信号或操作数据)进行处理,同时进行暂存于RAM14等的处理。 Bus control circuit 121 serial signal converted by the controller control circuit 17 is input via the parallel signal is then output to the bus CPU11, CPU11 processes data representing the operation state of the controller 40 reads the (operating signal or operating data) from while it is temporarily stored in the processing RAM14 like. 换言之,RAM14包含把由CPU11处理的数据暂时存储的存储区域,并且用来经总线控制电路121平滑地读出或写入数据。 In other words, the storage area of ​​the RAM 14 comprises a data processing CPU11 temporarily stored, and for reading out smoothly via the bus control circuit 121 or write data.

声音用DAC15上连接有设置在视频游戏机10后面的连接器195,图象用DAC16上连接有设置在视频游戏机10后面的连接器196,显示器30的扬声器31连接在连接器195上,电视接收机或CRT等的显示器30连接在连接器196上。 DAC15 is connected with the sound on the back 10 is provided in the video game machine 195 is connected, is connected with an image on the back DAC16 with a video game machine 10 is provided a connector 196, a speaker 31 of a display 30 connected to the connector 195, TV other receiver or CRT monitor 30 is connected to the connector 196.

控制器控制电路17上连接有设置在视频游戏机10前面的控制器用连接器18,控制器40经连接用插座装卸自如地连接在连接器18上。 The controller is connected to the control circuit 17 disposed in front of the video game machine 10 is connected with the controller 18, the controller 40 is connected via a socket detachably connected to the connector 18. 这样,控制器40连接在连接器18上就把控制器40与视频游戏机10实现了电气连接,并能够进行相互之间的数据收发或传送。 Thus, the controller 40 is connected to the connector 18 to put the video game machine 10 and the controller 40 to realize electrical connection, and enables data transmission and reception or transmission between each other.

控制器控制电路17被用来在RCP12和控制器用连接器18之间串行收发数据,如图3所示,控制器控制电路17包含数据传送控制电路171、发射电路172、接收电路173和用于暂存收发数据的RAM174。 The controller control circuit 17 is used to send and receive serial RCP12 between the controller and a data connector 18, shown in Figure 3, the controller control circuit 17 includes a data transfer control circuit 171, transmit circuitry 172, receive circuitry 173, and with in the RAM174 temporarily storing the data transceiver. 为了在传送数据时变换数据格式,数据传送控制电路171包含并行/串行变换电路和串行/并行变换电路,还进行RAM174的写入/读出控制。 In order to transform the data format in transmitting data, the data transfer control circuit 171 comprises a parallel / serial conversion circuit and a serial / parallel conversion circuit, further RAM174 writing / reading control. 串行/并行变换电路把从RCP12供给的串行数据变换为并行数据,然后送到RAM174或发射电路172。 Serial / parallel conversion circuit converts serial data supplied from RCP12 into parallel data, and then sent to the transmitter circuit 172 or RAM174. 并行/串行变换电路把从RAM174或发射电路172供给的并行数据变换为串行数据,然后送到RCP12。 Parallel / serial conversion circuit converts the transmitting parallel data from or RAM174 conversion circuit 172 is supplied to the serial data, and then sent to RCP12. 发射电路172把由数据传送控制电路171供给的用于控制器40的信号读入的指令和对卡盒50的写入数据(并行数据)变换为串行数据,然后发送到对应于各个控制器40的通道CH1~CH4。 Transmitting circuit 172 by the data transfer control circuit 171 is supplied to the controller 40 a signal read instructions and write data to the cartridge (parallel data) 50 is converted into serial data, and then transmitted to the controller corresponding to the respective channel 40 CH1 ~ CH4. 接收电路173按照串行数据接收从对应于各个控制器40的通道CH1~CH4输入的各控制器的操作数据和来自卡盒50的读出数据,并变换为并行数据后送到数据传送控制电路171。 The reception circuit 173 receives from the controller 40 corresponding to the respective channels of the respective controllers CH1 ~ CH4 input data and read data operation from the cartridge 50 in accordance with the serial data, and is converted into parallel data to the data transfer control circuit 171. 数据传送控制电路171把从RCP12传送来的数据或由接收电路173接收到的控制器数据或卡盒50的读出数据写入到RAM174中,同时根据来自RCP12的命令读出RAM174的数据并向RCP12传送。 The data transfer control circuit 171 to read out data transmitted from RCP12 or received by the receiving circuit 173 or the controller data is written into the cartridge 50 RAM174 while data is read out of the RAM174 to a command from the RCP12 RCP12 transfer.

虽然省略了图示,但是,RAM174具有各通道CH1~CH4的每个通道的存储区域,相应通道的指令、发送数据和/或接收数据被分别存储在各存储区域内。 Although not shown, however, RAM 174 has a storage area for each channel of the channels CH1 ~ CH4, instructions corresponding channel, data transmission and / or reception of data are stored in the respective storage areas.

图4是控制器40和卡盒50的详细电路图。 FIG 4 is a detailed circuit diagram of the controller 40 and the cartridge 50. 在控制器40的外壳内安装有操作信号处理电路44等,用来检测操纵杆45、各开关46、47等的操作状态并把其检出数据向控制器控制电路17传送。 Mounted within the housing of the controller 40 with an operation signal processing circuit 44 and the like, for detecting the joystick 45, the operation state of each switch 46, 47 such that the detection data and the control circuit 17 transmits to the controller. 操作信号处理电路44包含接收电路441、控制电路442、开关信号检测电路443、计数器电路444、接口控制电路446、置零电路447和NOR门448。 Operation of the signal processing circuit 44 includes a receiver circuit 441, a control circuit 442, a switch signal detecting circuit 443, a counter circuit 444, interface control circuit 446, zero circuit 447 and NOR gate 448. 接收电路441把从控制器控制电路17发送来的控制信号或对卡盒50的写入数据等的串行信号变换为并行信号并送到控制电路442。 The circuit 441 receives a control signal from the controller 17 transmits to the serial signal conversion circuit or the like for writing data to the cartridge 50 and the parallel signals to the control circuit 442. 在从控制器控制电路17发送来的控制信号是操纵杆45的X、Y坐标的置零信号时,控制电路442产生置零信号,并经NOR门448使计数器444内的X轴用计数器444X和Y轴用计数器444Y的计数值归零(0)。 When the control signal transmitted from the controller control circuit 17 is set to zero lever signals X, Y coordinates of 45, the control circuit 442 generates a signal set to zero, and by the NOR gate 448 in the X-axis counter 444X counter 444 and the count value of the Y-axis counter 444Y of zero (0).

操纵杆45包含有X轴用和Y轴用的光中断器,以便把杆倾斜方向分解为X轴方向和Y轴方向,并产生正比于倾斜量的脉冲数,然后把各自的脉冲信号送到计数器444X和计数器444Y。 Joystick 45 includes X-axis and Y-axis of the light interrupter, lever exploded oblique direction to the X-axis direction and the Y-axis direction, and the number of pulses is proportional to the amount of tilt, and the pulse signal to the respective counter 444X and the counter 444Y. 计数器444X在操纵杆45向X轴方向倾斜时对相应于该倾斜量所产生的脉冲数进行计数。 Counter 444X counts the number of pulses corresponding to the inclination amount when the joystick produced 45 inclined in the X-axis direction. 计数器444Y在操纵杆45向Y轴方向倾斜时对相应于该倾斜量所产生的脉冲数进行计数。 Counter 444Y counts the number of pulses corresponding to the inclination amount when the joystick produced 45 inclined in the Y-axis direction. 因此,由计数器444X和计数器444Y的计数值决定的X轴和Y轴的合成矢量就决定了参与者目标或主角色或者光标的移动方向和坐标位置。 Thus, the resultant vector of the X and Y axes determined by the count value of the counter 444X and the counter 444Y determines the main character or the player object or a moving direction and a coordinate position of the cursor. 在电源投入时由置零信号发生电路447送来的置零信号或参与者同时按压规定的2个开关时由开关信号检测电路443送来的置零信号把计数器444X和计数器444Y置零。 While pressing the predetermined zero signal generating circuit by the participant or set to zero at power signal 447 sent from the two counters 444X and 444Y counters to zero by the switch signal detection circuit 443 is set to zero when the signal sent from the switch.

开关信号检测电路443应答于用来输出从控制电路442按一定周期(例如电视的帧周期即1/30秒间隔)送来的开关状态的指令读入按照十字开关46和开关47A~47Z的按压状态变化的信号,并把该信号送向控制电路442。 Switch signal detecting circuit 443 in response to the pressing from the instruction control circuit 442 outputs a constant cycle (e.g. television frame period, i.e., 1/30 second intervals) sent in accordance with the switching state of the cross switch 46 is read and the switches 47A ~ 47Z state change signal, and this signal is sent to the control circuit 442. 控制电路442应答于来自控制器控制电路17的操作状态数据的读出指令信号把各开关47A~47Z的操作状态数据和计数器444X和计数器444Y的计数值按规定的数据格式送到发射电路445。 The control circuit 442 in response to the read command signal from the operating state of the controller control circuit 17 of the data count value of each operation state of the switch 47A ~ 47Z data counter 444X and the counter 444Y and the predetermined data format to the transmitting circuit 445. 发射电路445把从控制电路442输出的并行信号变换为串行信号,然后经变换电路43和信号线42向控制器控制电路17传送。 Transmitting circuit 445 from the parallel signal output from the conversion control circuit 442 into a serial signal, and then the transmission circuit 42 controls the controller 17 via the conversion circuit 43 and the signal line. 在控制电路442上经地址总线和数据总线或者接口连接器46连接有操纵杆控制电路446。 On the control circuit 442 46 is connected to the address bus and data bus interface connector or the control circuit 446 via the joystick. 在卡盒50被连接到接口连接器46上时,操纵杆控制电路446就根据CPU11的指令进行数据的输入输出(或收发)控制。 When the cartridge 50 is connected to the interface connector 46, the control circuit 446 proceeds joystick inputs and outputs data (or transceiver) in accordance with the control of the CPU11 commands.

卡盒50把RAM51连接到地址总线和数据总线上,并把电池52连接到RAM51上。 The cartridge 50 to the RAM 51 connected to the address bus and data bus, and the battery 52 is connected to the RAM51. RAM51使用例如地址总线,并且是低于最大可能存取容量的半容量(例如256k比特)的RAM。 RAM51 for example, an address bus, and RAM is lower than the maximum possible capacity of the half-access capacity (e.g., 256k bits). RAM51是存储有关游戏的备份数据的存储器,而且,即使卡盒50从接口连接器46拔出来,RAM51也能接受来自电池52的供电,而保持备份数据。 Backup RAM 51 is a memory storing data about the game, and even if the cartridge 50 removed from the interface connector 46, RAM51 can accept power from battery 52, while maintaining the backup data.

图5是装在卡式ROM20(图1)内的外部ROM21的存储空间的存储器分布图。 FIG 5 is mounted in the memory map of the external memory space in the ROM21 (FIG. 1) card ROM20. 外部ROM21包含多个存储区域(以下简称为「区」),例如:图5所示的程序区22、文字代码区23、图象数据区24和声音存储区25,该外部ROM21预先固定地存储着各种程序。 A plurality of memory regions ROM21 outside (hereinafter referred to as "area"), for example: a program area shown in FIG. 522, a character code area 23, image data area 24 and a sound memory area 25, the outer fixedly stored beforehand ROM21 a variety of programs.

程序区22存储着处理游戏图象所必要的程序和对应于游戏内容的游戏数据等,具体地说,包含用来预先固定存储CPU11的动作程序的多个存储区域。 Program area 22 stores processing programs necessary for the game image corresponding to the game contents and game data and the like, in particular, comprising a plurality of storage areas for storing previously fixed operating program CPU11. 在主程序区22a内存储后述的图8所示的游戏等的主程序步骤的处理程序;控制器数据程序区22b内存储用来处理控制器40的操作数据的程序;写入程序区22c中存储CPU11应对RCP12进行写入处理的向帧存储器和Z缓冲存储器写入的程序,例如,在写入程序区22c中存储把色数据作为基于应该用一个背景画面显示的多个移动目标或背景目标的结构数据的图象数据写入到RAM14的图象数据区203(图6)的程序;在移动程序区22d内存储CPU11作用于RCP12而改变三维空间中的移动物体的位置的控制程序;在摄影机控制程序区22e内存储控制在三维空间哪个方向和/或位置拍摄包含参与者目标的移动目标或背景目标的摄影机控.制程序;在参与者目标程序区22f内存储用于由参与者操作的目标的显示控制的程序;在敌方目标程序区22g内存储用于对敌方进行攻击的敌方目标显示控制的程序;选 In the processing step of the main routine program shown in the games within the main program storage area 22a described later in FIG. 8; the controller data program area 22b for storing the controller processing program 40 of the operation data; write program area 22c programs written in the frame memory and Z buffer memory CPU11 respond RCP12 writing process, e.g., in the write program area 22c stores the color data as a plurality of moving objects or background based on a background screen to be displayed with structure of image data written to the data of the target image data area RAM14 program 203 (FIG. 6); CPU11 role in the movement program 22d stored in the region RCP12 control program changes the position of a moving object in three-dimensional space; the camera control moving objects or background objects 22e in the control program stored in the camera control region comprising a player object in three dimensional space which direction and / or position of the imaging system program; in the player object program area 22f is stored by a participant for the display control operation of the target program; in the program area 22g is stored enemy targets for enemy attack enemy target display program-controlled; is selected from 择目标程序区22h内存储用来显示按压上述Z按钮47Z时显示在参与者目标所注目到的非参与者目标附近的选择目标的程序。 Optional target program storage area 22h for displaying the above-mentioned Z button 47Z is pressed to select the target display program participants in the vicinity of the target to the attention non-player object.

文字代码区23是存储多种文字代码的区域,例如存储着对应于代码的多种文字的点数据。 Character code area 23 is an area for storing a plurality of character code, for example, stores the character code corresponding to a plurality of data points. 文字代码区23内所存储的文字代码数据被用来在游戏进行时由参与者显示说明文。 Character code data of the character code stored in the area 23 is used by the participants in the game display described herein.

图象数据区24对背景目标和/或移动目标的各目标的每一个分别存储多个多边形的坐标数据和结构数据等的图象数据,同时还存储有用来在规定位置固定显示或移动显示这些目标的显示控制程序。 Each object image data area 24 of the background object and / or each moving object coordinate data and store data structures like image data of a plurality of polygons, and also stores a predetermined position for fixing the display or the mobile display target display control program.

声音存储区25内存储用来对应于每个场面用声音输出适应于该场面的上述信息的或效果音或游戏音乐(BGM)等的声音数据。 Sound memory area 25 for storing an output corresponding to said information is adapted to the scene for each scene by voice or effect sound or the game music (BGM) sound data and the like.

作为存储媒体或者外部存储装置,代替卡式ROM20或除卡式ROM20之外,也可以用CD-ROM或磁盘等各种存储媒体,这种情况下,为了从CD-ROM或磁盘等光学或磁式等盘形存储媒体读出游戏用的各种数据(包含程序数据和图象显示用的数据)或根据需要写入这些数据,而设置盘驱动器29(图2)。 As the storage medium or external memory device, instead of the cassette ROM 20 or ROM 20 in addition to the card, and the like can also be used a variety of CD-ROM or magnetic disk storage medium, in this case, in order from the CD-ROM or other optical or magnetic disks various data type and other disc shaped storage medium is read out by the game (including program data and image data for display), or writes the data as needed, provided the disk drive 29 (FIG. 2). 盘驱动器29读出存储在与外部ROM21一样的以磁或光方式存储程序数据的磁盘或光盘上的数据,并把该数据传送到RAM14。 On the external ROM21 in the same manner as a magnetic or optical disk storing program data or optical data disk drive 29 reads out and transfers the data to the RAM14.

图6是表示RAM14的存储空间的存储器分布图。 FIG 6 is a memory map showing memory space of RAM14. RAM14包含显示存储区201,该显示存储区201是用来在应显示参与者目标或非参与者目标时登录相应目标的号码的区域。 RAM14 includes a display memory area 201, the display memory area 201 is used to log in the region of the respective target player object when the player object or number should be displayed. RAM14还包含程序区202和图象数据区203,图象数据区203包含暂时存储1帧图象数据的帧存储区203a和存储帧存储区每个点的进深数据的Z缓冲存储区203b。 Z buffer memory RAM14 further includes a program area 202 and the image data area 203, data area 203 includes image data for each depth point of a frame memory for temporarily storing image data area 203a and storage area of ​​the frame memory 203b. 如图7所示,图象数据区203还包含参与者目标图象数据区203c、敌方目标图象数据区203d、选择目标图象数据区203e和其他目标图象数据区203f。 7, the image data area 203 further comprises a player object image data area 203c, an enemy object image data area 203d, to select the target image data area 203e and other object image data area 203f. 在各区域203c~203f内暂时存储多边形数据或结构数据。 Temporarily storing polygon data or texture data within each region 203c ~ 203f. 程序数据区202是用来暂时存储程序的区域,根据需要把设定在上述的ROM21的各区域(图5)内的程序数据暂时存储在程序数据区202中,CPU11和RCP12(图2)通过访问RAM14的程序区来进行游戏。 The program data area 202 is a region for temporarily storing the program, in accordance with the required 202, the CPU 11 and the RCP 12 (FIG. 2) the program data by the program data area in each region (FIG. 5) set in the temporarily storing of ROM21 the program area RAM14 access to the game. 同样,图象数据区203也是用来根据需要暂时存储存储在ROM21内的图象数据的存储区,CPU11和RCP12能够直接进行访问。 Similarly, the image data area 203 is used in accordance with the storage area ROM21 image data temporarily stored in the storage, and the CPU 11 can access directly RCP12. 也就是说,图象数据区201是存储为进行外部ROM21内存储的游戏图象显示而由静止目标和/或移动目标构成的多个多边形的坐标数据和结构数据的区域,在图象处理动作之前由外部ROM21传送来一个游戏段或一个层次的数据。 That is, the image data storage area 201 is to be stored in the external ROM21 game image display region composed of the coordinates of a stationary object and / or moving object data and data structures of a plurality of polygons, the image processing operation before the data transfer ROM21 to a segment or one level of the game outside.

如图5所示,声音存储区204暂时存储设定在ROM21的声音存储区25内的BGM或效果音的声音数据,控制数据存储区205暂时存储表示由控制器40读入的操作状态的操作状态数据。 , The sound memory area 204 temporarily stores BGM set in FIG. 5 or the sound effects in the sound memory area 25 ROM21 sound data, control data storage area 205 temporarily stores an operation state represented by the read controller 40 into an operation state data.

标示符峒拇媲206存储执行程序的过程中由CPU11根据必要设定的标示符或存储变量或常数。 Cave process identifier match 206 thumb by executing programs stored identifier CPU11 or memory variable or constant set according to the necessary. 作为设定在该标示符峒拇媲206内的标示符,有表示是否已经选择非参与者目标作为注目非参与者目标的标示符F1和表示是否锁定了注目非参与者目标的标示符F2。 As the set identifier in the cave of thumb match 206 identifier, indicating whether a non-player object has been selected as an attention non-player object identifier F1 indicating whether to lock the attention non-player object identifier F2 of .

图9是该实施例的视频游戏系统的主流程图,一旦接通电源,就在最初的步骤S1中由CPU11在启动时把视频游戏机10设定到初始状态,例如:CPU11把存储在外部ROM21的程序区22内的游戏程序中的开始程序传送到RAM14的程序区202,并把各参数设定为初始值之后,按顺序执行图9的各步骤。 FIG 9 is a main flowchart of the example of embodiment of the video game system, once the power is turned on, when starting the video game machine 10 is set by the CPU 11 to an initial state in the first step S1, for example: CPU11 is stored in the external after starting the game program in the program 22 in the program area ROM21 RAM14 is transferred to the program area 202, and the initial value of each parameter is set to sequentially perform the steps of FIG.

图8的主流程图的动作是每一帧(1/60秒)或每2至3帧进行的动作,在把游戏段清零之前反复执行步骤S1~S13。 Operation of the main flowchart of FIG 8 is that each frame (1/60 second) or every operation of 2-3, steps S1 ~ S13 is repeatedly executed until the game is cleared section. 当成为游戏段清零不成功的游戏结束时,继续步骤S13,并在步骤S14进行游戏结束处理。 At the end of the game became clear sections of the game is not successful, continue to step S13, and the game ends the process in step S14. 如果游戏段清零成功,就从步骤S13返回到步骤S1。 If the game segment is cleared successfully, returns from step S13 to step S1.

也就是说,虽然在步骤S1,进行游戏段画面和/或游戏段选择画面的显示,但是在电源接通后游戏开始的情况下,进行最初的游戏段画面的显示。 That is, although at step S1, the game screen section and / or game segment selection screen is displayed, but in a case where the power supply is turned on after the start of the game, the original game segment display screen. 一旦把最初的游戏段清零,就设定下一个游戏段。 Once the initial segment of the game is cleared, then set the next game segment.

接在步骤S1之后,在步骤S2进行控制器处理,该处理是检测出控制器40的操纵杆45、十字开关46和开关47A~47Z的某一个是否被操作了,并读入其操作状态的检出数据(控制器数据),然后把所读入的控制器数据写入到RAM14的控制器数据区205。 After then at step S1, a controller process at step S2, the process is detected by the controller 40 and the joystick 45, cross switch 46 and the switch is operated a certain 47A ~ 47Z and reads into its operating state detection data (controller data), then the controller writes the read data to the controller data area 205 RAM14.

在步骤S3,进行用来使参与者目标注目一个或多个非参与者目标的注目处理,后面参照图9来详细说明该锁定处理步骤S3。 In step S3, notable for causing the player object to one or more attention non-player object processing, will be described in detail later in the locking process in step S3 with reference to FIG.

在步骤S4,进行参与者目标显示的处理,该处理基本上是根据参与者操纵的操纵杆45的操作状态和有无来自敌方的攻击来改变其姿势、方向、形状和位置的处理。 In step S4, the display processing of the player object, the process is substantially changing its posture processing, orientation, shape and position of the participants in accordance with the manipulation of the joystick 45 operating state and the presence or absence of attacks from enemy. 例如:根据从外部ROM21的存储区22f(图6)传送来的程序和由存储区24传送来的参与者目标的多边形数据及控制器数据即操纵杆45的操作状态,通过运算来求出改变后的多边形数据,然后用结构数据把该结果所得到的多个多边形加上彩色。 For example: The transfer from the external storage area ROM21 22f (FIG. 6) and the polygon data and program data controller 24 to the player object transfer memory area i.e. joystick 45 operating state, is obtained by calculation changes polygon data, texture data and then use the result to a plurality of polygons obtained plus color.

改变参与者目标的位置的处理即移动处理由操纵杆45的操作状态来控制,但是,在注目处理步骤S3中使参与者目标注目着非参与者目标时,进行与通常移动控制不同的异常的移动控制,后面将参照图10具体详细地说明。 Player object position changing process, i.e. moving process is controlled by a joystick 45 operating state, but, in the processing of step S3 of the focused player object manipulation the attention non-player object, the movement control is usually performed with different exception of movement control, 10 will be specifically described later in detail with reference to FIG.

在步骤S5,进行摄影机处理。 In step S5, a camera process. 例如:为了使通过摄影机的取景器看到的时候的视线或视野成为由参与者用操纵杆45指定的角度,对各目标的视点的坐标进行运算。 For example: In order to make the line of sight or field of view seen by the camera viewfinder time becomes, the viewpoint coordinates of each object with the specified calculates angle of the joystick 45 by the participant. 假想摄影机的位置(视点)或视线方向基本上由操纵杆45来控制,但是,在前面的注目处理步骤S3中,当参与者目标注目着非参与者目标时,进行异常控制。 Position of the virtual camera (viewpoint) or the sight line direction is substantially controlled by the joystick 45, however, in front of the attention process step S3, the player object when the attention non-player object, a control abnormality. 后面将参照图11具体详细地进行说明。 Specifically later be described in detail with reference to FIG 11.

在步骤S6,进行敌方目标的处理。 In step S6, processing enemy targets. 该处理根据从存储区22g传送来的一部分程序以及由存储区24(图5)传送来的敌方目标的多边形数据来执行,例如:为了一面判断参与者目标的动作,一面使其动作成为妨碍对参与者目标施以攻击的动作,通过多边形数据的运算来求出敌方目标的显示位置和/或其形状,然后显示变化后的敌方的图象。 This processing is executed in accordance with the polygon data transferred from the storage area 22g to the part of the program, and transmitted by the enemy object storage area 24 (FIG. 5), for example: for the operation of the player object side is determined, so the operation becomes face prejudice subjected to the attack of the player object action, by calculating the polygon data to determine the display position of the enemy object and / or shape, and then the display image after the change of the enemy. 因此,敌方目标能够对参与者目标施以某种影响。 Therefore, the enemy can impose some kind of impact on the target target participants.

在步骤S7,进行选择目标的处理。 In step S7, the processing of the selected target. 该处理是根据从存储区22h传送来的一部分程序以及由存储区24(图5)传送来的选择目标的多边形数据来运算选择目标的颜色、显示位置及其形状,后面将参照图15详细说明步骤S7。 This process is a selected color of an object is calculated according to the polygon data portion of the program is transferred from the storage area to 22h and transmitted by the selection target storage area 24 (FIG. 5), the display location and shape, 15 described in detail later with reference to FIG. step S7.

在步骤S8,进行其他目标的处理。 In step S8, processing other goals. 该处理是根据从存储区22h传送来的一部分程序以及由存储区24(图5)传送来的其他目标的多边形数据来运算其他目标的显示位置或形状。 This process is transferred from the program part memory area 22h and the polygon data to other objects to transfer from the storage area 24 (FIG 5) calculates a display position of the target or other shapes according to.

在步骤S9,由RSP122进行图文处理。 In step S9, the graphic processing performed by the RSP122. 有就是说,RCP12在CPU11的控制下根据存储在RAM14的图象数据区203内的敌方目标、参与者目标等的移动目标或背景等的静止目标的各自的结构数据进行用于移动目标和静止目标显示的图象数据的变换处理(图6所示的坐标变换处理和帧存储器图文处理),具体地说,就是对多个移动目标或静止目标的每一个目标的多个多边形加上颜色。 That has, RCP 12 performs a moving object under the control of CPU11 configuration data according to the respective stationary target enemy targets, etc. stored in the image data area 203 of the RAM14, the player object or the like moving object and background a still image data conversion processing target display (coordinate transformation processing shown in FIG. 6, a frame memory and the graphic processing), in particular, is a plurality of polygons for each of a plurality of target moving object or stationary object plus colour.

在步骤S10,CPU11根据台词或音乐或效果音等的声音数据进行声音处理。 In step S10, CPU11 performs a voice processing based on speech sound data of music or a sound effect or the like.

在步骤S11,CPU11根据在步骤S7进行图文处理的结果读出存储在RAM14的帧存储区内的图象数据。 In step S11, CPU11 reads out frame image data stored in the storage area RAM14 according to the result of the graphic processing in step S7. 因此,参与者目标或非参与者目标例如移动目标、静止目标和敌方目标等被显示在显示器30(图1,图2)的显示画面上。 Accordingly, the player object or non-player object, for example, moving object, stationary object and enemy object and the like are displayed on the display screen of the display 30 (FIG. 1, FIG. 2).

在步骤S12,RCP12读出在步骤S18中进行声音处理所得到的声音数据来输出音乐和效果音或会话等的声音。 In step S12, RCP12 read out for processing sound data obtained in step S18 to output a sound and a sound effect or the like of music session.

在步骤S13,判断是否对游戏段进行了清零(游戏段清零检测),如果未对游戏段清零,就在步骤S14判断是否游戏结束了,如果游戏未结束,就返回步骤S2,游戏结束的条件被检出之前,反复进行步骤S1~S14。 In step S13, it determines whether or not the game has been cleared section (course clear detection game), the game is not cleared if the segment, it is determined whether or not the game is over in step S14, if the game is not finished, returns to step S2, the game before the end condition is detected, it repeats steps S1 ~ S14. 当检测出参与者被允许的失误次数达到规定次数、或达到参与者目标的生命规定数量用尽等游戏结束条件时,在后续的步骤S14中进行游戏继续或备份数据存储等的游戏结束处理。 When a participant is allowed detected errors reaches a predetermined number of times, or the player object reaches a predetermined number of exhausted life game-over conditions, to continue the game or the like backup data stored in the game over process in the subsequent step S14.

在步骤S13,一旦检测到游戏段清零的条件(例如:把主人打倒等),就在进行游戏段清零之后返回到步骤S1。 In step S13, upon detection of the game course clear condition (e.g.,: the owner down, etc.), it returns to step S1 after cleared during the game segment.

参照图9,在最初的步骤S301,CPU11(图2)参照图6所示的控制器数据区205判断Z按钮(开关)47Z是否被接通,如果在该步骤S301判断为“YES”,CPU11就在下一个步骤S302中参照寄存器岜晔痉206(图6)的NPO选择标示符F1判断事先是否选择了注目非参与者目标(NPO),如果该标示符是「1」,就表示事先进行过一个或两个以上的非参与者目标的选择,即事先进行过注目处理,如果是「0」,则表示事先未选择过注目非参与者目标。 Referring to FIG. 9, in the first step S301, the CPU 11 (FIG. 2) with reference to the controller data area shown in FIG 6205 determines the Z button (switch) 47Z was turned on whether, at the step S301, if it is determined "YES", CPU11 in the next step S302 to register BIA Ye reference spasm 206 (FIG. 6) of the NPO selecting flag F1 is determined in advance whether the selected attention non-player object (NPO), if the identifier is "1", it means in advance choose one or two or more non-player object that had advance attention process, if it is "0", it means not previously been selected attention non-player targets. 因此,如果最初的Z按钮47Z被接通,在该步骤S302判断为“NO”,就转移到步骤S303。 Thus, if the initial Z button 47Z is switched on, the step S302 determines "NO", it proceeds to step S303.

在步骤S303,CPU11参照RAM14的图象数据区203(图6,图7)判断参与者目标的视野内是否存在非参与者目标。 In step S303, CPU11 RAM14 reference image data area 203 (FIG. 6, FIG. 7) determines whether the non-player object exists within the field of view of the player object. 假设参与者目标的正面为0°,并设定+60°~-60°的范围作为参与者目标的视野。 Suppose the player object is positive for 0 °, and set the range of + 60 ° ~ -60 ° in the visual field of the player object. 因此,判断参与者目标的正面的+60°~-60°的范围内是否存在非参与者目标(敌方目标或静止目标或其他目标)。 Thus, if there are non-player object (enemy object or stationary object or other objects) within the range of a positive + 60 ° ~ -60 ° Analyzing the player object. 如果在该步骤303判断为“YES”,就在下一个步骤S304判断是否检测到了多个非参与者目标,当在步骤S304判断为“NO”时,即在参与者目标的视野内检测到一个非参与者目标时,就在步骤S305选择这一个非参与者目标作为注目非参与者目标。 If at step 303 it is determined "YES", it is determined whether a next step S304 detects a plurality of non-player objects, when it is determined at step S304, "NO", that is detected in the visual field of a non-player object when the player object, select it in step S305 a non-player object as an attention non-player object.

一旦在步骤S305选择了注目非参与者目标,CPU11就在步骤S306判断是否是能够在该注目非参与者目标上加上锁定标志LM(图12,图13)的非参与者目标。 Once step S305 the attention non-player object selected, in step S306 the CPU 11 determines whether the lock flag can be plus LM (FIG. 12, FIG. 13) of the non-player object on the attention non-player object. 例如:非参与者目标是敌方目标的情况下,就能够加上锁定标志。 For example: the case of non-player object is an enemy object, you can lock plus sign. 即使非参与者目标是静止目标(例如游戏所必要的物品、宝箱等),也能够加上锁定标志,除此以外的非参与者目标不能加上锁定标志。 Even non-player object is a stationary object (such as a game necessary items, chest, etc.) can also be combined with lock mark, other than non-participants can not add target lock mark. 因此,就在该步骤S306判断注目非参与者目标是敌方目标还是静止目标还是除此以外的其他目标。 Therefore, in the step S306 judgment attention non-player goal is to target an enemy target or other stationary objects or other than. 在注目非参与者目标是能够加上锁定标志的非参与者目标的情况下,就在步骤S307把对应于该非参与者目标的种类的颜色的锁定标志LM(图12,图13)登录在显示存储区201(图6)内。 In the attention non-player object is to be able to add non-player object locked flag case, in step S307 corresponding to the kind of the color of the non-player object lock flag LM (FIG. 12, FIG. 13) registered in display memory area 201 (FIG. 6). 在该实施例中,在注目非参与者目标是敌方目标的情况下,加上「红色」锁定标志,是除此以外的非参与者目标的情况下,加上「黄色」锁定标志。 In this embodiment, in the case of attention non-player target is an enemy target, plus the "red" lock flag, in the case of non-player object other than, with "yellow" lock mark. 而且把连续按压Z按钮47Z的限度和显示该锁定标志作为锁定状态,这里,所谓「锁定状态」是指参与者目标连续注目非参与者目标的状态,当成为锁定状态时,CPU11就把RAM14的锁定标志F2设定为「1」。 And the continuous pressing the Z button 47Z limit signs and displays the lock status as locked, where the so-called "locked state" refers to the state of the player object continuous attention non-player object, when the locked state, CPU11 put the RAM14 lock flag F2 is set to "1."

在步骤S308,为了让参与者知道使参与者目标注目到了非参与者目标即进行了注目处理,缩小画面尺寸。 In step S308, in order to let the participants know the target participants attention to the non-player object that is the attention process, reduce the screen size. 具体地说,如图12或图13所示,在显示器的画面的上下形成非显示区(盲区)UBP和LBP,因此,在进行这样的画面缩小显示时,参与者就能够通过视觉知道进行了Z按钮47Z的注目处理。 Specifically, as shown in FIG. 12 or FIG. 13, the display screen in the vertical non-display area is formed (blind) a UBP and LBP, and therefore, when such a reduced display screen is performed, the participant can be performed by visually know Z button 47Z of the attention process. 为了形成这样的盲区部分UBP和LBP,可以在各目标和物品(显示在图12或图13的上方)之间插入多边形,贴上黑边。 To form such a blind portions UBP and LBP, and can be in the target items (displayed at the top of FIG. 12 or FIG. 13) is inserted between the polygon, edges black paste. 在下一个步骤S309,判断是否存在被选择的注目的目标,当该步骤S309判断为“YES”时,把前述的NPO选择标示符F1(图6)设定为「1」。 In the next step S309, it determines whether there is selected a target of attention, when the determination in step S309 is "YES", the aforesaid NPO selecting flag F1 (FIG. 6) is set to "1."

在步骤S304,在参与者目标的视野内检测到多个非参与者目标时,就在步骤S310计算各非参与者目标与参与者目标之间的直线距离,并从该直线距离短的非参与者目标决定高的优先顺序。 S304, while, within the visual field of the player object is detected at step plurality of non-player objects, calculates a straight line distance between each non-player object and the player object At step S310, and a short distance from the straight line of the non-participating who decided to target higher priorities. 在步骤S311,选择被赋予第一优先顺序的非参与者目标作为注目非参与者目标,然后进到前面的步骤S306。 In step S311, selects the non-player object given a first priority order as the attention non-player object, and then proceeds to the previous step S306. 即:在参与者目标的视野内存在多个非参与者目标的情况下,选择距参与者目标最近的非参与者目标作为注目非参与者目标。 Namely: the Vision of the player object in memory when a plurality of non-player object, select the participants from the nearest target non-player object as an attention non-player object.

另外,Z在按钮47Z被接通时,如果NPO选择标示符F1被设定为「1」,即已经选择一个或两个以上的注目非参与者目标时,就在步骤S302判断为“YES”,处理进到步骤S312。 Further, Z button 47Z is switched on when, if the NPO selecting flag F1 is set to "1", i.e., more than one or two has been selected the attention non-player object, it is determined at step S302 is "YES" , the processing proceeds to step S312. 在步骤S312,判断是否选择了显示器画面上的全部非参与者目标,也就是说,在该步骤S312,判断不仅包含显示在显示器的画面上的非参与者目标而且包含未显示在显示器的画面上的全部非参与者目标的注目处理是否都结束了。 At step S312, it determines whether all the non-player object selected on a display screen, that is, at the step S312, the judgment includes not only displayed on the display screen and includes a non-player object is not displayed on the display screen whether the attention process all non-player object over.

当在步骤S312判断为”NO“时,与前面的步骤S310一样,根据各非参与者目标与参与者目标之间的直线距离来决定优先顺序。 When it is determined in step S312 "NO", the same as the previous step S310, the priority is determined according to the linear distance between the player object and non-player object. 在下一个步骤S314,把赋予第二优先顺序的非参与者目标选择为注目非参与者目标,然后把处理步骤进到步骤S306。 In the next step S314, the non-player object given the second priority order is selected as an attention non-player object, and then the process proceeds to step step S306.

步骤S313和步骤S314把存在于参与者目标的视野内且已经被选择作为注目非参与者目标的非参与者目标以外的全部非参与者目标作为对象,所以,对于第二次以后的注目非参与者目标的选择来说,是否存在于参与者目标的视野之内就不是问题。 Step S313 and steps have been selected and all the non-player object as an attention non-player object the non-player object outside the field of view in S314 in the player object exists as an object, therefore, for the second or later the attention non-participation select those goals, the question is not whether there is in the field of vision of the player object. 因此,在参与者目标视野之内存在多个非参与者目标且在参与者目标视野之外存在一个以上非参与者目标的情况下,用Z按钮47Z的第一次操作就把处于视野内最近位置的非参与者目标选择作为注目非参与者目标。 Thus, in the field of vision of the player object and there is a memory out of the field of view certain participants in a case where a plurality of non-player object a non-player object above, by the first operation of the Z button 47Z of a latest put in the field of view non-participants in the target position is selected as an attention non-player object. 而且,用Z按钮47Z的第二次以后的操作就使视野内的从选择中漏掉的非参与者目标和存在于视野外的非参与者目标成为注目对象,并对于这些非参与者目标之中最近的非参与者目标加上第二优先顺序。 Further, with the Z button 47Z second and subsequent operations on the non-player object missing from the field of view and the selected non-player object existing outside the field of view becomes the object of attention, and for those of the non-player object the most recent non-player object plus a second priority.

在步骤S309中判断为“NO”时,在步骤S315把参与者目标的无限远前方的点看作非参与者目标,并选择该点。 When the determination is "NO" in the step S309, at step S315 the point at infinity in front of the player object the non-player object considered, and select that point. 因此,使Z按钮47Z继续接通时,参与者目标就继续被锁定在该点上。 Therefore, when the Z button 47Z is kept on, the player object continues to be locked at that point.

作为其他实施例,当使Z按钮47Z继续接通持续规定的时间(例如电视扫描的数十帧的时间)时,即使切断Z按钮47Z,参与者目标也继续被锁定在该点上。 As another embodiment, when the Z button 47Z is kept on time (e.g., several tens of frames in television scanning time) for a predetermined, even if the Z button 47Z cut, continues to be the player object locked at that point. 这种情况下,再一次接通Z按钮47Z时,可以解除锁定。 In this case, once again when the Z button 47Z is turned on, the lock can be released.

然后,参照图10,在参与者目标处理步骤S4(图8)的最初步骤S401,CPU11参照RAM14的锁定标示符F2来判断注目非参与者目标是否被锁定着,如果在该步骤S401判断为“YES”,即:该注目非参与者目标处于被锁定的状态时,CPU11就在下一个步骤S402判断模拟操纵杆45或十字开关46是否指示「上(UP)」的方向。 Then, referring to FIG. 10, the first step in the player object process step S4 (FIG. 8) of the S401, the CPU 11 of the reference locking RAM14 F2 identifier to determine whether the attention non-player object is locked with, if the step S401 determines " YES ", that is: when the attention non-player object is in the locked state, the CPU 11 determines in step S402 to a next analog joystick 45 or the cross key 46 indicates whether the directions of" UP (UP) "is. 也就是说,对参与者目标判断是否指示向「上」方向移动。 That is, the player object is to determine whether an indication to move in the direction of "on." 如果是“YES”,CPU11就在步骤S403把参与者目标的位置向靠近被选择的注目非参与者目标的方向移动。 If "YES", CPU11 moves toward the attention non-player object is selected at a position close to the player object in step S403. 因此,如图14所示,参与者目标就在面对注目非参与者目标(敌方目标)的状态下被移动而缩小与注目非参与者目标之间的距离。 Thus, as shown in FIG. 14, the state of the player object facing the attention non-player object (enemy object) is moved to a distance between the attention non-player object and the reduced lower.

在模拟操纵杆45或十字开关46选择「下(DOWN)」的情况下,由步骤S404和步骤S405使参与者目标向远离被选择的注目非参与者目标的方向移动。 In the analog joystick 45 or the cross key 46 to select "lower (DOWN)" in the case of the step S404 and step S405 that the player object is moved in the direction of the attention non-player object is selected away. 也就是说,在指示「下」时,参与者目标正对着注目非参与者目标向远离被选择的注目非参与者目标的方向移动。 In other words, when the "Down" indicates the player object facing the attention non-player object moves away from the attention non-player targets are selected.

在模拟操纵杆45或十字开关46指示「右(RIGHT)」时,在步骤S406和步骤S407,CPU11使参与者目标维持参与者目标与注目非参与者目标间的距离一定,并使参与者目标向右方向移动。 When the analog joystick 45 or the cross key 46 indicates "Right (RIGHT)", and in step S406, step S407, CPU11 maintain the distance between the player object and the player object constant attention non-player object, the player object and moving in the right direction. 因此,如图14所示,参与者目标就在以注目非参与者目标为中心的圆上移动。 Thus, as shown, the player object is moved in the attention non-player object in a circle centered on 14. 而且,在参与者目标注目的情况是前述的「无限远的点」的情况下,一旦模拟操纵杆45或十字开关46指示「右」时,参与者目标就维持对该点等距离地向右方向移动。 Further, in the case where the player object is striking that in the case where the "point at infinity", and once the analog joystick 45 or the cross key 46 indicates "right", the player object point distance is maintained to the right movement direction. 也就是说,在这种情况下,参与者目标面对前方在显示器的画面上向右方向平行移动。 That is, in this case, the player object is moved rightward direction parallel to the front face on the display screen.

在模拟操纵杆45或十字开关46指示「左(LEFT)」时,如图14所示,在步骤S408和步骤S409,参与者目标就在以注目非参与者目标为中心的园上向左方向移动。 When the analog joystick 45 or the cross key 46 indicates "left (the LEFT)", 14, at step S408 and step S409, the player object in a left direction on the center of the attention non-player object garden mobile. 也就是说,参与者目标与注目非参与者目标维持一定距离地向左方向移动。 In other words, the participants attention non-player target with the goal to maintain a certain distance to the left direction. 而且,在参与者目标注目的情况是前述的「无限远的点」的情况下,一旦指示「左」时,参与者目标就维持对该点等距离地向左方向移动。 Moreover, in the case of target participants attention is the case of the aforementioned "infinity point" of the event indicates the "left", participants will maintain the target point equidistant to the left direction. 也就是说,在这种情况下,参与者目标面对前方在显示器的画面上向左方向平行移动。 That is, in this case, the player object facing the front left direction on the display screen of parallel movement.

把这样的参与者目标的显示位置登录在显示存储区201(图6)内。 The display position of the player object such registered in the storage area of ​​the display 201 (FIG. 6).

在图10中,在非参与者目标未被锁定的情况下,如步骤S411~步骤S418所示,使参与者目标沿模拟操纵杆45或十字开关46的指示方向移动。 In FIG. 10, in the case where the non-player object is not locked, in step S411 ~ step S418, the player object moves in the analog joystick 45 or the cross key 46 in the direction indicated.

下面参照图11来说明摄影机处理步骤S5(图8)。 11 will be described below with reference to FIG camera process step S5 (FIG. 8). 在最初的步骤S501,CPU11判断注目非参与者目标是否被锁定着,即判断是否设定了标示符F2,如果在该步骤S501判断为“YES”,就在步骤S502把假想摄影机(未图示)向能够拍摄正对选择作为注目非参与者目标的非参与者目标和参与者目标的位置移动。 In the first step S501, the CPU 11 determines whether the attention non-player object is locked forward, that is, whether the set identifier F2 of, if it is determined at step S501 that "YES", in step S502 the virtual camera (not shown ) can be moved to the photographing position as the positive selection of non-player object and the attention non-player object player object. 具体地说,就是把假想摄影机移动到注目非参与者目标与参与者目标的中心连接线附近(不在线上)且在参与者目标的后方位置上。 Specifically, the virtual camera is moved to the vicinity of the center connection line attention non-player object and the player object (not online) and the rear position of the player object. 并且,假想摄影机的视线方向被设定为拍摄注目非参与者目标的方向。 And the line of sight direction of the virtual camera is set to the shooting direction of the attention non-player object. 因此,如图12和图13所示,一旦Z按钮47Z接通,为了从参与者目标PO的后方拍摄参与者目标PO正对非参与者目标NPO1或NPO2的状态,切换假想摄影机的位置或拍摄方向。 Thus, as shown in FIGS. 13 and 12, once the Z button 47Z is turned on, in order to photograph the rear of the player object PO from the player object PO to the positive state or the non-player object NPO1 NPO2, the switching position of the hypothetical camera photographing or direction. 因此,在该状态下操作模拟操纵杆45或十字开关46时,如图14所示,参与者目标能够根据图10的流程图在参与者目标正对非参与者目标的状态下移动。 Thus, in this state, when the operation of the analog joystick 45 or the cross key 46, as shown in FIG player object can be moved in the positive state of the player object the non-player object 14 in accordance with the flowchart of FIG.

在图15所示的选择参与者目标处理步骤S7(图8)的最初步骤S701,CPU11判断标示符F2是否是「1」,如果是「1」,CPU11就把选择目标SO(图12或图13)移动到注目非参与者目标的上方,如果在图12上,就是移动到NPO1的上方,如果在图13上,就移动到NPO2的上方。 In the initial step player object selection process of step 15 shown in FIG S7 (FIG. 8) in S701, CPU11 determines whether the identifier F2 is "1", if it is "1", the CPU 11 put the selection target SO (FIG. 12 or FIG. 13) move above the attention non-player object, if in FIG. 12, is moved above the NPO1, if, in FIG 13 is moved to the upper NPO2. 也就是说,在步骤S702,根据图5所示的选择参与者目标程序区22的程序数据和图象数据区203的选择参与者目标图象数据区203e(图7),把选择目标SO移动到注目非参与者目标的上方。 That is, in step S702, the player object program area according to the selection shown in Fig program data and image data area 22 of the player object 203 to select image data area 203e (FIG. 7), the selection object SO move above the attention non-player targets. 并且在下一个步骤S703,检测出这时选择的注目非参与者目标的种类,并在步骤S704判断该注目非参与者目标是否是敌方目标。 And a next step S703, the detected kind of the attention non-player object selected at this time, and it is determined in step S704 whether the attention non-player object is an enemy object. 也就是说,如前所述,作为被选为注目非参与者目标的非参与者目标,也是敌方目标之外的静止目标等,但是,在这里判断注目非参与者目标是敌方目标还是其外的非参与者目标。 That is, as described above, a non-player object is selected as an attention non-player object, a stationary object is an enemy object other than, but in this case is determined attention non-player object is an enemy object or participants of non-target outer. 如果是敌方目标,在步骤S705,CPU11用RDP123(图2)把选择目标SO的颜色设定为「红」;如果是敌方以外的非参与者目标,就在步骤S706把选择目标SO设定为黄色。 If a hostile target, at step S705, CPU11 color selection object SO setting RDP123 (FIG. 2) is a "red"; if it is a non-player object other than an enemy, in step S706 the selection object SO is provided as yellow. 在步骤S705和步骤S706之后,CPU11把选择目标SO登录在显示存储区201内。 After step S705 and step S706, CPU11 selection object SO log storage area 201 within the display.

在步骤S708,解除注目非参与者目标的锁定状态时,在步骤S709,把选择目标显示在参与者目标的上方。 In step S708, the attention non-player object is released when the locked state, at step S709, the selection object is displayed above the player object.

Claims (23)

1.一种与显示器相结合的视频游戏装置,设置有:产生用来显示参与者目标的第一图象数据的第一图象数据发生装置、产生用来显示非参与者目标的第二图象数据的第二图象数据发生装置、为了在所述显示器上的假想三维空间中显示由假想摄影机拍摄的参与者目标和非参与者目标的至少一个而根据所述第一图象数据和所述第二图象数据的至少一个来把图象信号供给所述显示器的图象处理装置、包含指示所述参与者目标的移动方向的第一操作装置和在应注目所述非参与者目标时操作所述参与者目标的第二操作装置的控制器装置、应答于所述第二操作装置的操作来检测是否存在非参与者目标的非参与者目标检测装置、选择由所述非参与者目标检测装置检测到的非参与者目标作为注目非参与者目标的选择装置、以及变更所述假想摄影机的位置以便能够拍 A video game apparatus in combination with a display, is provided with: generating a first image data for displaying a first player object image data generating means for generating a second view for displaying non-player object as in the second image data generating apparatus, the virtual three-dimensional space for display on the display the player object and non-player object photographed by an imaginary camera according to at least one of said first image data and the and when the attention non-player should target first image data of said second operating means at least one of the image processing apparatus, image signals to the display, comprising a moving direction of said player object indication second controller means of said operating means of the player object, in response to operation of said second operation means non-player object detecting means detects the presence or absence of the non-player object, non-player object selected by the non-player object detected by the detecting means as the attention non-player object selecting means, and change the position of the virtual camera so as to be shot 面对由所述选择装置所选择的所述注目非参与者目标的参与者目标的摄影机控制装置。 Said selection means by the face of the player object selected attention non-player object the camera control apparatus.
2.根据权利要求1的视频游戏装置,其特征在于还设置有在所述非参与者目标检测装置检测出多个非参与者目标时把规定的优先顺序附加到各个非参与者目标上的优先顺序附加装置;所述选择装置最初把具有最高优先顺序的非参与者目标选择为所述注目非参与者目标。 2. The video game device according to claim 1, further characterized in that when there is provided a plurality of non-player object is detected in the non-player object detecting means to a predetermined priority order additionally to the respective non-player object priority sequence adding means; said first means selecting the non-player object having a highest priority order is selected as the attention non-player object.
3.根据权利要求2的视频游戏装置,其特征在于所述非参与者目标检测装置在所述参与者目标的视野内对着一个非参与者目标时,所述优先顺序附加装置把第一优先顺序附加给相应的一个非参与者目标。 3. A video game apparatus according to claim 2, wherein said non-player object detecting means against a non-player object within the field of view of the player object, said priority order means the first priority additional sequence corresponding to a non-player object.
4.根据权利要求3的视频游戏装置,其特征在于所述非参与者目标检测装置在所述参与者目标的视野外检测到非参与者目标时,所述优先顺序附加装置把第二优先顺序附加给相应的非参与者目标。 4. The video game apparatus as claimed in claim 3, wherein said non-player object detecting means detects a non-player object outside the field of vision of the player object, said priority order giving means to a second priority additional to the corresponding non-player object.
5.根据权利要求2的视频游戏装置,其特征在于所述非参与者目标检测装置在所述参与者目标的视野内检测到多个非参与者目标时,所述优先顺序附加装置把第一优先顺序附加给所述多个非参与者目标中的特定的一个非参与者目标。 5. A video game apparatus according to claim 2, wherein said non-player object detecting means detects a plurality of non-player objects within the field of view of the player object, said priority order of the first attachment means priority order to the particular one of the plurality of non-player object the non-player object.
6.根据权利要求5的视频游戏装置,其特征在于所述非参与者目标检测装置在所述参与者目标的视野外检测到一个或多个非参与者目标时,所述优先顺序附加装置把后续于所述视野内的非参与者目标的优先顺序附加给所述视野外的非参与者目标。 6. A video game apparatus according to claim 5, wherein said non-player object detecting means detects one or more non-player objects outside the field of vision of the player object, said priority order means the priority order subsequent to said non-player object within the field of view added to the external field of view of the non-player object.
7.根据权利要求2,5或6的视频游戏装置,其特征在于所述优先顺序附加装置根据所述多个非参与者目标的各个非参与者目标与所述参与者目标之间的距离来决定优先顺序。 The video game apparatus as claimed in claim 5 or 6, wherein said priority order means the distance between each of the plurality of non-player object and the player object the non-player object determine priorities.
8.根据权利要求1至6的任一项的视频游戏装置,其特征在于所述摄影机控制装置移动所述假想摄影机,以便从所述参与者目标的后方拍摄所述注目非参与者目标和所述参与者目标。 8. The video game apparatus according to any one of claims 1 to 6, wherein said camera control means moves said hypothetical camera to take images from the rear of the player object and the attention non-player object participants described the goal.
9.根据权利要求2的视频游戏装置,其特征在于所述选择装置在所述第二操作装置的每次操作时,根据所述优先顺序选择不同的非参与者目标作为注目非参与者目标。 The video game apparatus according to claim 2, wherein said selecting means at each operation of the second operation means, according to the priority order for the different non-player object as an attention non-player object.
10.根据权利要求1至6以及9的任一项的视频游戏装置,其特征在于还设置有所述第二操作装置继续操作时使所述参与者目标继续注目所述非参与者目标的锁定装置。 The player object 10. The video game apparatus according to any one of claims 1 to 6 and as claimed in claim 9, further characterized in that said second operating means is provided to continue the operation continues attention non-player object locked device.
11.根据权利要求10的视频游戏装置,其特征在于所述第一操作装置包含能够指示至少4个方向「上」、「下」、「右」和「左」的方向指示装置;还设置有所述锁定装置把所述参与者目标锁定于所述注目非参与者目标时,如果所述方向指示装置指示所述「上」,使所述参与者目标沿靠近所述注目非参与者目标的方向移动的第一目标移动装置。 The video game apparatus according to claim 10, wherein said first operating means comprises capable of indicating at least four directions of "UP", "DOWN", "RIGHT" and "LEFT" can be instructed; further provided with a when said player object is locked to the attention non-player object the locking device, if the direction indication "upper" indicating the device, close to the player object in the attention non-player object first target moving direction of the mobile device. 还设置有所述锁定装置把所述参与者目标锁定于所述注目非参与者目标时,如果所述方向指示装置指示所述「下」,使所述参与者目标沿远离所述注目非参与者目标的方向移动的第二目标移动装置。 Said locking means is also provided to the player object is locked to the attention non-player object while, if the direction indication means indicates that the "Down", the player object moves away from the attention non-participation direction by a second moving object target mobile device. 还设置有所述锁定装置把所述参与者目标锁定于所述注目非参与者目标时,如果所述方向指示装置指示所述「右」,使所述参与者目标与所述非参与者目标之间维持一定距离,而使所述参与者目标向右方向移动的第三目标移动装置。 When the locking device is also provided to the participants targeted to the attention non-player target, if the direction indicating means indicates that the "right", the player object and the non-player object maintaining a distance between, the mobile device a third target player object moves to the right direction. 还设置有所述锁定装置把所述参与者目标锁定于所述注目非参与者目标时,如果所述方向指示装置指示所述「左」,使所述参与者目标与所述非参与者目标之间维持一定距离,而使所述参与者目标向左方向移动的第四目标移动装置。 When the locking device is also provided to the participants targeted to the attention non-player target, if the direction indicating means indicates that the "left", the player object and the non-player object maintaining a distance between, the mobile device of the fourth target player object is moved leftward.
12.根据权利要求10的视频游戏装置,其特征在于还设置有产生选择目标的图象数据的选择目标图象数据产生装置;所述图象处理装置在所述锁定装置锁定所述注目目标时把用来在有关所述注目非参与者目标的所述显示器上的位置上显示所述选择目标的图象信号供给所述显示器。 Said image processing means when said locking means locking said target attention; 12. The video game apparatus according to claim 10, further characterized in that the target image is provided for selectively generating a selection object image data generating means of the data the display of the selected target image signal supplied to the display position on the display related to the attention non-player object on.
13.根据权利要求12的视频游戏装置,其特征在于还设置有判别所述注目非参与者目标的种类的种类判别装置;所述选择目标图象数据产生装置根据所述种类产生不同颜色的选择目标的图象数据。 The video game apparatus according to claim 12, wherein said determining further provided with a kind of attention non-player object type discrimination means; selecting said object image data generating means generates different color according to the selected type target image data.
14.根据权利要求10的视频游戏装置,其特征在于还设置有把锁定标志附加在由所述锁定装置锁定的非参与者目标上的锁定标志附加装置。 14. A video game apparatus according to claim 10, wherein there is further provided the lock flag attached to the non-player object by said lock means for locking the lock flag attachment.
15.根据权利要求14的视频游戏装置,其特征在于所述锁定标志附加装置附加对应于所述选择的非参与者目标的种类的颜色的锁定标志。 The video game apparatus according to claim 14, characterized in that the lock flag which non-player object type flag addition means for adding a color corresponding to the selection of the lock.
16.根据权利要求1的视频游戏装置,其特征在于还设置有所述选择装置选择了所述注目非参与者目标时缩小所述显示器的显示范围的画面缩小装置。 16. The video game apparatus according to claim 1, wherein there is further provided selection means selects the display range of the display is reduced when the attention non-player object picture reducing means.
17.根据权利要求1的视频游戏装置,其特征在于在所述非参与者目标检测装置未能检出非参与者目标时,所述选择装置选择所述参与者目标的无限远前方的点。 17. The video game apparatus according to claim 1, wherein when said non-player object detecting means not detected non-player object, the selecting means of said player object point at infinity in front of the selection.
18.根据权利要求17的视频游戏装置,其特征在于还设置有所述第二操作装置继续操作时使所述参与者目标连续地继续注目所述点的锁定装置。 The player object continues successively notable point of said locking means 18. The video game apparatus according to claim 17, further characterized in that said second operation means is provided to continue the operation.
19.根据权利要求18的视频游戏装置,其特征在于所述第一操作装置包含能够指示至少4个方向「上」、「下」、「右」和「左」的方向指示装置;还设置有所述锁定装置把所述参与者目标锁定于所述注目非参与者目标时,如果所述方向指示装置指示所述「上」或「下」,使所述参与者目标沿靠近所述注目非参与者目标的方向或远离所述注目非参与者目标的方向移动的目标移动装置。 19. The video game apparatus according to claim 18, wherein said first operating means comprises capable of indicating at least four directions of "UP", "DOWN", "RIGHT" and "LEFT" can be instructed; further provided with a when said player object is locked to the attention non-player object the locking means, if said direction indicating means indicates that the "lower", "upper" or, in the player object near the notable non- direction of the player object or away from the attention non-player object moves in the direction of the target mobile device. 还设置有所述锁定装置把所述参与者目标锁定于所述注目非参与者目标时,如果所述方向指示装置指示所述「右」或「左」,使所述参与者目标与所述点之间维持一定距离,而使所述参与者目标沿右方向或左方向移动的目标移动装置。 Is also provided with a locking device to lock the player object at the time of the attention non-player target, if the direction indicating means indicates that the "Right" or "left", the participants and the target maintaining a distance between a point, the player object in the target mobile device right direction or left direction of movement.
20.一种视频游戏装置的控制方法,该视频游戏装置结合于包含显示器、第一操作装置和第二操作装置的控制器装置,第一操作装置指示参与者目标的移动方向,第二操作装置在应使参与者目标注目非参与者目标时操作参与者目标,该控制方法包含如下步骤:(a)产生用来显示参与者目标的第一图象数据;(b)产生用来显示非参与者目标的第二图象数据;(c)为了在所述显示器上的假想三维空间中显示由假想摄影机拍摄到的参与者目标和非参与者目标的至少一个,而根据所述第一图象数据和所述第二图象数据的至少一种把图象信号供给所述显示器;(d)应答于所述第二操作装置的操作,检测是否存在所述非参与者目标;(e)选择所检出的非参与者目标作为注目非参与者目标;(f)变更所述假想摄影机的位置,以便能够拍摄面对所述注目非参与者目标的参与者目标 20. A method for controlling a video game device, the video game apparatus comprising a display incorporated in the controller device of the first operating means and the second operating means, means for indicating the moving direction of the player object in the first operation, second operation means in the player object should operate attention non-player object when the player object, the control method comprising the steps of: (a) generating a first image data to display a player object; (b) generate for displaying the non-participating the second player object image data; (c) taken by the virtual camera in order to display the player object and the non-player object in a virtual three-dimensional space on the display at least one, and in accordance with said first image at least one of the image signal supplied to said display data and said second image data; (d) in response to operation of the second operation means detects whether or not the non-player object exists; (e) selecting the detected non-player object as an attention non-player object; (f) changing a position of the virtual camera to be able to shoot the player object facing the attention non-player object
21.根据权利要求20的视频游戏装置的控制方法,其特征在于还包含在所述步骤(d)检出多个非参与者目标时把规定的优先顺序附加到各个非参与者目标的步骤(g);在所述步骤(e)最初选择具有最高优先顺序的非参与者目标作为所述注目非参与者目标。 21. A method of controlling a video game apparatus according to claim 20, wherein further comprising the step of detecting when a plurality of non-player objects at the step (d) the additional predetermined priority order to the respective non-player object ( G); in said step (e) initially selecting a non-player objects of the highest priority order as the attention non-player object.
22.根据权利要求20或21任一项的视频游戏装置的控制方法,其特征在于还包含所述第二操作装置继续操作规定时间以上时使所述参与者目标继续注目所述注目非参与者目标的步骤(h)。 22.20 or 21 control method according to any one of the video game apparatus as claimed in claim, wherein said second operating means further comprises operating the player object continues over a predetermined time when the attention non-player continuing attention step goals (h).
23.根据权利要求20或21任一项的视频游戏装置的控制方法,其特征在于还包含在所述步骤(e)选择到所述注目非参与者目标时缩小显示器的显示范围的步骤(i)。 23.20 or 21 control method according to any one of the video game apparatus according to claim further comprising the step of displaying a display range is reduced when said step (e) to the selected attention non-player object (i ).
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